Medium Humanoid (Any Race), Lawful Evil
Armor Class 16 Scale Mail, Shield
Hit Points 33 (5d8)
Speed 30 ft.
STR
9 (-1)
DEX
11 (+0)
CON
13 (+1)
INT
15 (+2)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws WIS +5, CHA +6
Skills Deception +6, Insight +5, Intimidation +6, Religion +5
Senses Passive Perception 12
Languages Abyssal, Common, Draconic, Infernal
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits
Aura of Terror. When a hostile creature within 5 feet of the priest makes an attack roll or a saving throw, it has disadvantage on the roll. Creatures that are immune to the frightened condition are immune to this trait.
 
Spellcasting. The Priest can cast prepared cleric spells using Wisdom as their spellcasting modifier (Spell DC 13, Spell Attack +5) and prepared cleric spells as rituals if they have the ritual tag. They can use their Holy Symbol of Bane as a spellcasting focus. They have the following spells prepared.
 Channel Divinity. The priest can channel divine energy to fuel magical effects once per short rest.
 
Channel Divinity: Guided Strike (Special). When the priest makes an attack roll, they can use Channel Divinity to gain a +10 bonus to the roll after the roll but before knowing the result.
 
Destroy Undead (Special). At 5 th-level, when an undead fails its saving throw against the priest`s Turn Undead feature, it is instantly destroyed if it is of CR ½ or lower.
 
 Magic Items. The priest has a single Potion of Healing for emergencies. They also has 110 Gp on their person.
Actions

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 3(1d4) piercing damage, simple, finesse, light, thrown, range.

Mace+1. Melee Weapon Attack:  +3 to hit, reach 5 ft., one target. Hit: 2(1d6) bludgeoning damage, simple.

Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 0 bludgeoning damage.

Channel Divinity: Turn Undead. As an action, The Priest presents their holy symbol and speaks a prayer censuring the undead. Each undead that can see or hear within 30 feet of them must make a Wisdom saving throw (DC 12). If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from the priest as it can, and it can’t willingly move to a space within 30 feet. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Bonus Actions

Two-Weapon Fighting.  When the priest takes the Attack action and attacks with a light melee weapon that they`re holding in one hand, they can use a bonus action to attack with a different light melee weapon that they're holding in the other hand. They don't add their ability modifier to the damage of the bonus attack unless that modifier is negative. If either weapon has the thrown property, they can throw the weapon, instead of making a melee attack with it.

Spiritual Weapon. Spell Attack:  +5 to hit, range 60 ft., one target. Hit: 5(1d8+2), D: 1m, simple, V/S.

Spells. Divine Favor(1st),  Sanctuary(1st), Shield of Faith(1st), Magic Weapon(2nd),  Spiritual Weapon(2nd)

War Priest. When the priest uses the Attack action, they can make one weapon attack as a bonus action. They can use this feature 2 times per long rest.

Reactions

Opportunity Attack.  The priest can make an opportunity attack when a hostile creature that they can see moves out of their reach. To make the opportunity attack, they use their reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves its reach.

Description

(Generic NPC, a member of the Church of Bane with the rank of Black Gauntlet that leads a "punishment Squad" sent out to deal with anybody they think needs to be taught a lesson. From FRC-2 Curse of the Azure Bonds so this character is operating around the Moonsea and Dalelands about 1357 DR.)

The squad this character commands consists of about ten Acolytes of the rank Fist of Bane or higher. Five Fighters and five Rogue class. All are devout Banists and may, or not be connected with the Zhentarim depending on the time and politics in play when the specific scenario is set, in 1357 DR things are "complicated".

Tactics.

The fighters will engage the characters head-on in an ambush situation, while the rogues will try to circle around for backstabbing, or else remain in the back rank and throw their daggers. The leader will use Hold Person(2nd) and Silence(2nd) to harass the targets, then retreat under the cover of a Sanctuary(1st) spell if things are going against him. The ambushers will be interested in slaying the targets for their effrontery and leaving their bodies as a warning.

Monster Tags: NPChumanoidleader

Habitat: ForestGrasslandHill

AsbelMcTalisker

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